mirror of https://github.com/axmolengine/axmol.git
391 lines
9.7 KiB
C++
391 lines
9.7 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCEGLView.h"
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#include "cocoa/CCSet.h"
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#include "CCDirector.h"
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#include "ccMacros.h"
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#include "event_dispatcher/CCTouch.h"
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#include "touch_dispatcher/CCTouchDispatcher.h"
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#include "text_input_node/CCIMEDispatcher.h"
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#include "keypad_dispatcher/CCKeypadDispatcher.h"
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#include "CCGL.h"
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#include "CCAccelerometer.h"
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#include "CCApplication.h"
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#include <emscripten/emscripten.h>
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#include <SDL/SDL.h>
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#include <SDL/SDL_ttf.h>
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#include <SDL/SDL_mixer.h>
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#include <ctype.h>
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#include <stdlib.h>
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extern "C" {
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void glutInit(int *argcp, char **argv);
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void glutMouseFunc(void (*func)(int button, int state, int x, int y));
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void glutMotionFunc(void (*func)(int x, int y));
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void glutPassiveMotionFunc(void (*func)(int x, int y));
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}
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// Constants for mouse events (inferred from experiment)
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static const int glutLeftButton = 0;
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static const int glutMouseDown = 0;
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static const int glutMouseUp = 1;
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NS_CC_BEGIN
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bool EGLView::_initializedFunctions = false;
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const GLubyte *EGLView::_extensions = 0;
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enum Orientation
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{
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PORTRAIT,
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LANDSCAPE,
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AUTO
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};
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static Orientation orientation = LANDSCAPE;
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#define MAX_TOUCHES 4
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static EGLView* s_pInstance = NULL;
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static bool buttonDepressed = false;
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extern "C" void mouseCB(int button, int state, int x, int y)
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{
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float fx = x;
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float fy = y;
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EGLView* pEGLView = EGLView::getInstance();
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int id = 0;
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if(button != glutLeftButton) return;
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if(state == glutMouseDown)
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{
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pEGLView->handleTouchesBegin(1, &id, &fx, &fy);
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buttonDepressed = true;
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}
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else if(state == glutMouseUp)
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{
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pEGLView->handleTouchesEnd(1, &id, &fx, &fy);
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buttonDepressed = false;
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}
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}
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extern "C" void motionCB(int x, int y)
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{
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float fx = x;
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float fy = y;
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EGLView* pEGLView = EGLView::getInstance();
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int id = 0;
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if(buttonDepressed)
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{
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pEGLView->handleTouchesMove(1, &id, &fx, &fy);
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}
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}
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EGLView::EGLView()
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{
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_eglDisplay = EGL_NO_DISPLAY;
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_eglContext = EGL_NO_CONTEXT;
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_eglSurface = EGL_NO_SURFACE;
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strcpy(_windowGroupID, "");
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snprintf(_windowGroupID, sizeof(_windowGroupID), "%d", 1);
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_isGLInitialized = initGL();
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if (_isGLInitialized)
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initEGLFunctions();
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// Initialize SDL: used for font rendering, sprite loading and audio
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// playing.
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
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// Emscripten ignores all these values.
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Mix_OpenAudio(0, 0, 0, 0);
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TTF_Init();
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char *arg1 = (char*)malloc(1);
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char **dummyArgv = (char**)malloc(sizeof(char*));
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dummyArgv[0] = arg1;
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glutInit(0, dummyArgv);
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free(dummyArgv[0]);
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free(dummyArgv);
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glutMouseFunc(&mouseCB);
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glutMotionFunc(&motionCB);
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glutPassiveMotionFunc(&motionCB);
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}
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EGLView::~EGLView()
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{
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}
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const char* EGLView::getWindowGroupId() const
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{
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return _windowGroupID;
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}
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void EGLView::release()
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{
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if (_eglDisplay != EGL_NO_DISPLAY)
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{
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eglMakeCurrent(_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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}
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if (_eglSurface != EGL_NO_SURFACE)
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{
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eglDestroySurface(_eglDisplay, _eglSurface);
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_eglSurface = EGL_NO_SURFACE;
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}
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if (_eglContext != EGL_NO_CONTEXT)
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{
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eglDestroyContext(_eglDisplay, _eglContext);
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_eglContext = EGL_NO_CONTEXT;
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}
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if (_eglDisplay != EGL_NO_DISPLAY)
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{
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eglTerminate(_eglDisplay);
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_eglDisplay = EGL_NO_DISPLAY;
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}
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_isGLInitialized = false;
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exit(0);
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}
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void EGLView::initEGLFunctions()
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{
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_extensions = glGetString(GL_EXTENSIONS);
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_initializedFunctions = true;
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}
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bool EGLView::isOpenGLReady()
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{
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return (_isGLInitialized && _screenSize.height != 0 && _screenSize.width != 0);
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}
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void EGLView::end()
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{
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release();
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}
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void EGLView::swapBuffers()
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{
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eglSwapBuffers(_eglDisplay, _eglSurface);
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}
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EGLView* EGLView::getInstance()
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{
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if (!s_pInstance)
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{
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s_pInstance = new EGLView();
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}
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CCAssert(s_pInstance != NULL, "CCEGLView wasn't constructed yet");
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return s_pInstance;
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}
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// XXX: deprecated
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EGLView* EGLView::sharedOpenGLView()
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{
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return EGLView::getInstance();
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}
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void EGLView::showKeyboard()
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{
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}
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void EGLView::hideKeyboard()
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{
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}
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void EGLView::setIMEKeyboardState(bool bOpen)
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{
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}
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bool EGLView::isGLExtension(const char *searchName) const
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{
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const GLubyte *start;
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GLubyte *where, *terminator;
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/* It takes a bit of care to be fool-proof about parsing the
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OpenGL extensions string. Don't be fooled by sub-strings,
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etc. */
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start = _extensions;
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for (;;)
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{
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where = (GLubyte *) strstr((const char *) start, searchName);
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if (!where)
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break;
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terminator = where + strlen(searchName);
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if (where == start || *(where - 1) == ' ')
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if (*terminator == ' ' || *terminator == '\0')
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return true;
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start = terminator;
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}
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return false;
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}
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static EGLenum checkErrorEGL(const char* msg)
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{
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assert(msg);
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static const char* errmsg[] =
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{
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"EGL function succeeded",
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"EGL is not initialized, or could not be initialized, for the specified display",
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"EGL cannot access a requested resource",
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"EGL failed to allocate resources for the requested operation",
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"EGL fail to access an unrecognized attribute or attribute value was passed in an attribute list",
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"EGLConfig argument does not name a valid EGLConfig",
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"EGLContext argument does not name a valid EGLContext",
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"EGL current surface of the calling thread is no longer valid",
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"EGLDisplay argument does not name a valid EGLDisplay",
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"EGL arguments are inconsistent",
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"EGLNativePixmapType argument does not refer to a valid native pixmap",
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"EGLNativeWindowType argument does not refer to a valid native window",
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"EGL one or more argument values are invalid",
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"EGLSurface argument does not name a valid surface configured for rendering",
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"EGL power management event has occurred",
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};
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EGLenum error = eglGetError();
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fprintf(stderr, "%s: %s\n", msg, errmsg[error - EGL_SUCCESS]);
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return error;
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}
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bool EGLView::initGL()
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{
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EGLint eglConfigCount;
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EGLConfig config;
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// Hard-coded to 32-bit/OpenGL ES 2.0.
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const EGLint eglConfigAttrs[] =
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{
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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const EGLint eglContextAttrs[] =
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{
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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const EGLint eglSurfaceAttrs[] =
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{
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EGL_RENDER_BUFFER, EGL_BACK_BUFFER,
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EGL_NONE
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};
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// Get the EGL display and initialize.
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_eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (_eglDisplay == EGL_NO_DISPLAY)
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{
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perror("eglGetDisplay");
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return false;
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}
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if (eglInitialize(_eglDisplay, NULL, NULL) != EGL_TRUE)
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{
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perror("eglInitialize");
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return false;
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}
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if (eglChooseConfig(_eglDisplay, eglConfigAttrs, &config, 1, &eglConfigCount) != EGL_TRUE || eglConfigCount == 0)
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{
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checkErrorEGL("eglChooseConfig");
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return false;
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}
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_eglContext = eglCreateContext(_eglDisplay, config, EGL_NO_CONTEXT, eglContextAttrs);
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if (_eglContext == EGL_NO_CONTEXT)
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{
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checkErrorEGL("eglCreateContext");
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return false;
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}
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_eglSurface = eglCreateWindowSurface(_eglDisplay, config, NULL, eglSurfaceAttrs);
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if (_eglSurface == EGL_NO_SURFACE)
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{
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checkErrorEGL("eglCreateWindowSurface");
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return false;
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}
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if (eglMakeCurrent(_eglDisplay, _eglSurface, _eglSurface, _eglContext) != EGL_TRUE)
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{
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checkErrorEGL("eglMakeCurrent");
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return false;
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}
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// FIXME: Get the actual canvas size somehow.
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EGLint width;
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EGLint height;
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if ((_eglDisplay == EGL_NO_DISPLAY) || (_eglSurface == EGL_NO_SURFACE) )
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return EXIT_FAILURE;
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eglQuerySurface(_eglDisplay, _eglSurface, EGL_WIDTH, &width);
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eglQuerySurface(_eglDisplay, _eglSurface, EGL_HEIGHT, &height);
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_screenSize.width = width;
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_screenSize.height = height;
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glViewport(0, 0, width, height);
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// Default the frame size to be the whole canvas. In general we want to be
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// setting the size of the viewport by adjusting the canvas size (so
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// there's no weird letterboxing).
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setFrameSize(width, height);
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return true;
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}
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static long time2millis(struct timespec *times)
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{
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return times->tv_sec*1000 + times->tv_nsec/1000000;
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}
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bool EGLView::handleEvents()
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{
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return true;
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}
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NS_CC_END
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